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Two Crowns

  • 3d
  • co-op
  • survival
  • strategy
  • base-building
  • split-screen
  • low-poly
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About Two Crowns

Sit side by side on one keyboard and split the work: one of you chops wood and raises walls while the other trains archers and digs the mine. Every few minutes a horn sounds and orcs pour from the tree line, testing whatever you managed to build before the timer ran out.

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. huxyxoze built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Two Crowns yet. Play it, then tell huxyxoze what you would add next.

Make your own game

Two Crowns was built by huxyxoze with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Two Crowns opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Two Crowns

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Create a browser-playable 3D cooperative kingdom-survival game titled “Two Crowns.” It is designed for two people sharing one keyboard, with two simultaneous third-person, top-down-ish follow cameras rendering the same low-poly world in split screen. Start with a dark, warm radial-gradient title screen showing the title, the subtitle “Co-op Kingdom Survival · one keyboard, two rulers,” two columns of controls, a BEGIN REIGN button, and a hint explaining shared resources, V toggling split type, and P pausing. The game should use a stylized procedural Three.js-like aesthetic: a large rolling polygonal terrain with vertex-colored sandy/green/rocky hills, a blue water plane below the terrain, fog, changing daylight/night sky, strong directional shadows, scattered conical evergreen trees and clustered faceted gray rocks, and simple block-built structures.

Players are two small low-poly humanoid rulers: Player 1 wears blue and starts just left of the Town Hall; Player 2 wears red and starts just right of it. Each has a block body, spherical head, colored cape/shield-like rear piece, and a simple held weapon. Player 1 moves with WASD, gathers/interacts with E, opens/closes build mode with F, cycles buildings with Q, attacks with Space, and sprints with Left Shift. Player 2 moves with the arrow keys, gathers with Right Ctrl, opens/closes build mode with Enter, cycles buildings with Numpad 1, attacks with Numpad 0, and sprints with Numpad Decimal. Enter also starts the game from the title screen. P pauses and V toggles between horizontal top/bottom split-screen and vertical left/right split-screen. In horizontal mode Player 1’s camera occupies the upper half and Player 2’s camera the lower half; in vertical mode Player 1 is on the left and Player 2 on the right. Each camera follows its own player at a raised angled perspective, looking toward the ground ahead.

The shared starting resources are 150 wood, 80 stone, 60 food, and 40 gold. Display them in a centered, dark translucent gold-bordered top bar using colored square icons, along with shared population/max population. Begin with population 0/5. At the bottom corners show PLAYER 1 and PLAYER 2 panels with blue/red borders, health bars, and the current tool label. The center HUD shows the current WAVE, a countdown timer, and either BUILD PHASE or RAID IN PROGRESS. Use center-screen announcements such as BUILD PHASE / Raid incoming — prepare!, WAVE N / Orcs attack!, and RAID REPELLED, plus small toast notifications for instructions, deposits, insufficient resources, building, repairs, and player revival.

The central starting structure is a large Town Hall with 800 HP, and it is the key defense target: if it is destroyed, show a game-over screen titled KINGDOM FALLEN with “You survived N raids” and a REBUILD button that reloads/restarts the game. Player HP is 100; when a player reaches zero, revive that player near the Town Hall at half health with temporary invulnerability rather than ending the game. Players can carry up to 3 gathered units at a time. Stand near a tree or rock and hold the player’s gather key to repeatedly harvest: trees provide wood and rocks provide stone. Harvested resources are carried, then automatically deposited when the player approaches the Town Hall or a Storage building. Resource nodes disappear when depleted and respawn later in a random valid location near the outer world.

Implement the build mode as a forward placement ghost about four world units in front of the player. The ghost is green when affordable and not overlapping another building, red otherwise, and semi-transparent. Interact while in build mode places the selected building if valid and deducts its shared cost. Build options, with their low-poly block meshes and listed costs/effects, are: House (40 wood; 200 HP; increases max population by 3), Farm (30 wood; 150 HP; periodically produces 3 food), Lumber Mill (50 wood and 10 stone; 200 HP; periodically consumes 1 food and produces 4 wood), Quarry (40 wood; 220 HP; periodically consumes 1 food and produces 4 stone), Storage (35 wood and 20 stone; 180 HP; increases wood/stone/food capacity by 200 and gold capacity by 150), Wall (12 wood and 8 stone; 300 HP), Archer Tower (50 wood and 40 stone; 260 HP; automatically fires at nearby enemies during raids), Barracks (80 wood and 40 stone; 300 HP; periodically produces 2 gold), and Workshop (60 wood and 30 stone; 240 HP; periodically produces 4 gold). The Town Hall is not a selectable build option. Houses look like simple roofed buildings; farms have small crop stalks; walls and towers have crenellation blocks; roofed structures use warm reddish roofs; structures should cast shadows. Buildings slowly regenerate during build phases, and either player can repair a nearby damaged building by pressing their interact key outside build mode, restoring 30 HP.

Use a timed escalating raid loop. The first build phase lasts 60 seconds; after that, a horn-like visual/message cue should transition into wave 1. When a raid is cleared, return to a 90-second build phase, add 30 food and 10 plus twice the wave number gold, and unlock wave-gated construction. Wave composition starts with 3 + 2×wave-number orcs. From wave 2 onward add archers (floor of 0.8×wave); from wave 3 add berserkers (floor of 0.6×wave); from wave 4 add wolves (floor of 0.4×wave); every fifth wave from wave 5 add a troll; from wave 6 add shamans (floor of 0.3×wave); and on waves 5, 10, 15 etc. at wave 5 or higher add a troll, with the later wave-5-multiple condition also allowing a boss from wave 8 onward. Keep Workshop locked until wave 2 and Barracks locked until wave 1; other listed structures are available from the start. Spawn enemies gradually from random points near the edge of the 140-unit-half-size world rather than all at once.

Enemies should be simple recognizable low-poly creatures with colored bodies, heads/tusks and basic weapons where appropriate: green melee orcs, brown ranged archers, red larger berserkers, gray quadruped wolves, large green siege trolls, purple ranged/healing shamans, and a huge dark red boss. Their stats and behavior should escalate as coded: orcs are ordinary melee attackers; archers and shamans attack from range; shamans heal nearby enemies; berserkers are stronger/faster melee units; wolves are fast quadrupeds; trolls are slow, durable siege threats; bosses are extremely durable and powerful. Enemies choose nearby structures or players, favoring walls and towers, advance over the terrain, attack in range, and can damage buildings or players. Ranged attacks use visible glowing projectile spheres; player ranged attacks and tower fire use pale yellow projectiles, enemy ranged attacks use red-orange projectiles. Player attacks are short-cooldown directional melee swings with the held weapon, while the Bow tool fires a projectile. Killing enemies creates a small burst and awards shared gold: normally 4, trolls 15, and bosses 60.

Include four player tool labels/types—Axe, Pick, Sword, and Bow—and represent attacks with simple weapon-swing animation or projectiles. Keep the game focused on gathering, construction, defense, and survival; do not add unit-training commands or unshown systems. Add a slow day/night cycle of about two minutes with changing sun position, ambient/directional light intensity, sky color transitioning among blue daylight, orange dusk, and dark blue night, and matching fog. Keep movement constrained inside the world and position players on the terrain height at all times. Use flat-shaded, rough, colorful geometry, readable shared HUD, shadows, fog, and dramatic center announcements to match the supplied visual style.

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